Lux Umbra Balance (5e Spell)
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7th-level Conjuration | |
Casting time: | 1 action |
---|---|
Range: | 60 feet |
Components: | V, S |
Duration: | Instant |
You summon a dual entity, known as Lux Umbra, that embodies both pure light and profound darkness. This hybrid creature combines the effects of the Patronus and the Maledictus, offering protection and destruction in equal measure.
- Perfect Balance: Allies within 30 feet of the Lux Umbra
have immunity to fear and magical control and have advantage on saving throws. Enemies must make a Wisdom saving throw against your spell DC. On a fail, they have disadvantage on attack rolls against your Allies and the Lux Umbra and are unable to approach willingly.
- Gray Aura: The Lux Umbra simultaneously emits light and darkness in a 50-foot radius, creating an area of dim light that dispels both light and darkness not emanating from the Lux Umbra (due to its dual nature, this effect cannot be dispelled). Creatures within the area have disadvantage on perception checks and saving throws against spells. Enemy creatures in the same radius in addition to the above effect also take 6d6 radiant damage and 6d6 necrotic damage at the start of each of their turns.
- Ray of Duality: As a bonus action on your turn, you can direct the Lux Umbra to attack a creature within 60 feet of you. The Lux Umbra fires a beam of gray energy at the creature, on a hit they take 6d6 radiant damage and 6d6 necrotic damage and will be blinded and deafened, also will begin to glow making it impossible for it to hide.
At Higher Levels.If you cast this spell using a spell slot of 8th level or higher, the Lux Umbra lasts 1 hour and the damage of the Ray of Duality increases to 6d6.
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